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Ken The Eagle: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
February 6, 2011 at 8:28 p.m. PST


Ken the Eagle: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru

Character Overview

Tatsunoko vs. Capcom Button Move Key

Ken the Eagle is a fast character with great combo potential. He is an all-around great fighter with a lot of options for both offense and defense. If you like to use a character that is solid, with good punishes, good mobility and good tools, then Ken is a character you will like.

He doesn't have very many weaknesses and his strength is very dependent on the execution of the person using him, but because of this the potential for Ken is very high.

Strengths
+ Can control ground and air space really well.
+ Projectile is very good.
+ Is one of the few characters that can teleport.
+ Has great Hypers that cover all situations.
+ Mixups are confusing and very fast.
+ Great for chasing down runaway characters.
+ Is a great leading character for a team due to his meter building and Hyper Bird Shoot.
+ Can make his ground combos safe without Baroque or an assist.

Weaknesses
- Moves don't have much range, making it hard to start combos.
- Launcher has poor range, forcing limited ground combos.
- Depends on meter to deal above-average damage.
- Assist projectile is not very good.
- Below-average stamina.
- Air combos require above-average execution.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Light
1.02 B
Medium
1.02 B
Hard
1.02 B

Joystick Joystick Joystick Joystick
Bird Run (Boomerang)
A really good projectile because it hits twice; once on the way forward, and once on the way back. Because of this, you can throw this projectile and immediately follow up with an attack because the opponent will be forced to block the returning projectile. It has a bit of startup but it's hard to avoid, even if the opponent is in the air. An all-around good projectile that you should definitely abuse full screen.

As an assist, it only hits once and the stun is pretty small, so you'll have to be fast to benefit from it.

Light
2.8 B
Medium
2.8 B
Hard
2.8 B

Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
Bird Shoot
One of Ken's most important special moves. This move has a lot of priority and will beat a lot of attacks clean. The Light version goes straight ahead, the Medium at an upward 45-degree angle and Hard straight up. You can use this in the air, and you can keep dashing and attacking with Ken after the move is over. Use this move to end ground combos to make them safe (the Hard version is best for this) and then dash backwards.

It doesn't knock down, but this is a great air combo ender and leads into Bird Smash for big damage. You can use the Light version on the ground to cross someone up and then immediately Baroque to begin attacking from the other side. Lastly, this move does a decent amount of hitstun and blockstun and is perfect for Ken's mobility, so use it often.

Light
2.1 B
Medium
2.8 B
Hard
3.4 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
(In the air)
Eagle Rush
A spinning dive kick meant to be used in air combos. You can use it either to end an air combo to knock the opponent down or to cancel into Bird Smash. You can also use it as a tool for keepaway as Ken will dive into corners if he whiffs, but the recovery on a whiffed Eagle Rush is huge. It's hard to punish this move if Ken is blocked, making it an acceptable pressure tool.

Light version has the quickest startup but the least damage, Hard is the opposite.

Joystick Joystick Joystick Joystick Joystick
(Can also be used in the air)
Random Flight (Teleport)
This is Ken's teleport. The Light version takes Ken to the left side of the screen, Medium the middle, and Hard the right. This does not change no matter which direction Ken is facing.

Depending on the attack range of the character you are fighting against, this move can be either really good or really bad. It does have recovery, but you can attack with normals, dash away or escape with specials very quickly after you teleport to play a mean keepaway game. This works especially well if you are cornered by the Giants, because Gold Lightan has poor mobility and it disrupts PTX-40A's charge attacks.

Hyper (Super) Moves

12.2 B

Joystick Joystick Joystick Joystick Joystick
Gatchaman Attack: Lightning Strike (Level 1)
Ken does a flip kick that launches the opponent into the air where they are auto-comboed for good damage. While this Hyper move isn't bad, Ken is primarily an air-based fighter and landing this move on ground-to-air juggles is fairly tough.

You'll probably want to save the meter for Bird Smash.

9.2 B

Joystick Joystick Joystick Joystick Joystick
Science Ninpo: Bird Smash (Level 1)
Unquestionably Ken's best Hyper move and the one you'll be relying on in all of your matches. It does good damge, has fast startup, can be used both in the air and on the ground and sends the opponent into a spinning knockdown behind you where you can DHC into something damaging from your partner, similar to DHCing from Storm's Hailstorm in Marvel vs. Capcom 2. You can land this move from pretty much any attack, and once you master Ken's air combos this move is perfect for tacking on the extra damage.

It's also pretty much impossible to punish this move if it is blocked because Ken tends to fly through the opponent, though they can still punish you in the corner. Also, if you want to maximize damage try to catch the opponent underneath Ken before he does this move.

In Crossover Combinations this move is not very good because it can only really be used for extra damage. If Ken is the point character during the Crossover Combination though this move is really good because the Hyper animation ends really fast allowing him to combo opponents as they are being hit by your partner's Hyper.

27.8 B

Joystick Joystick Joystick Joystick Joystick (Can also be performed in the air)
Science Ninpou: Phoenix (Level 3)
Ken jumps on the wall Maximum Spider-style and does a dive kick. If it lands, the opponent is burned by a phoenix that does quite a lot of damage. It's a little tricky to combo into this, but with the correct assist timing it is not too difficult. Ryu, Morrigan, Tekkaman and Polimar all give Ken enough time to land this move with their assists, as an example.

While Bird Smash is Ken's Hyper of choice, you might find a chance to land this, though it will probably be rare. This move auto-tracks based on where the opponent was standing when the Hyper was activated.

Normal Moves

Joystick Joystick Joystick
Launcher
Ken's launcher has poor range, more than likely to make up for his amazing air mobility. Use this to launch your opponent into the air.

Joystick Joystick Joystick
Shoulder Breaker
Ken's overhead attack. Very fast, and you can combo into special moves from it. Try to abuse this if you have the chance to apply up-close ground pressure since you can make it safe with Bird Shot.

Assists


Partner Assist Variable Counter Variable Combination
Birdrang Down-Toward + Hard Attack (Launcher) Hyper Bird Shot

Tatsunoko vs. Capcom Storyline

Ken is the Science Ninja Team leader. His real name is Ken Washio, he’s 18 years old, and he works as a test pilot.

As Ken the Eagle he uses an eagle-shaped boomerang weapon known as the Bird Run. His "light jet" which he uses for air races while undercover, transforms into the high speed G1 which can be attached to the God Phoenix super-ship.

One of his objectives is to find information about his father, whom he barely knew due to them being separated from one another when he was young.

Character origin

Ken the Eagle is one member of the Superhero Ninja squad from the Japanese anime 'Science Ninja Team Gatchaman' (also known as 'Battle of the Planets' and 'G-Force'). The show is best described as a science fiction action program with philosophy messages on the environment and technology.

The Gatchaman all wear bird-themed costumes with capes, and have various mechs they also fight with. The team members can combine all of their mechs into a super mech called the God Phoenix.

The Gatchaman are mostly in their late teens and do battle with a group of technologically advanced villains to save the world through most of the series.

Ken the Eagle starts out as your typical hero archetype, but he develops a dark side as the series progresses.

Contributions to this guide by Gnik and Yasir.


Comments

darkneos said on March 17, 2010 at 1:29 p.m.

Ken is the greatest EVER!!!

Science Ninpo: Bird Smash- you do not really need to hit dead on with this attack. Just ending an air combo with it will work. Also the "tail" of the attack is pretty wide, so if you have meter to spare you can position it so you can dash across the screen and catch them in the tail wind.

Ken also has a pretty decent ground game. Most spammed combo ever on ground by me cl, cl, ch (After 2nd hit) Eagle Strike. It is crucial that you use the hyper after the 2nd hit or it won't work.

#1
dequann said on March 20, 2010 at 5:52 p.m.

i just started using this guy he is awesome. I wanted to try a different character. kinda weak though any one have any tips for me.

#2
Zerorulz said on May 30, 2010 at 1:57 p.m.

a great team is ryu and ken. an amazing combo that is really simple to do is first 3 normal attacks with ken, assist with ryu(hadoken), but right as you do, use the pheonix attack. almost completely ahnihilates the opponent.

#3
mjaden44 said on September 4, 2010 at 7:17 p.m.

dude been practicing with ken and joe combo. Came across the joe bird missle then take in ken and once the missle hits. go into god phenoix and watch the devistation.
It recorded over 40 billion damage

#4


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